Research Article
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Year 2026, Volume: 25 Issue: 1, 156 - 170, 29.01.2026

Abstract

References

  • Arnheim, R. (1954). Art and visual perception. University of California Press.
  • Bishko, L. (2014). Animation principles and Laban movement analysis: Movement frameworks for creating empathic character performances.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  • Bordwell, D. (1985). Narration in the fiction film. University of Wisconsin Press.
  • Dervişoğlu, B. (2025). Dijital oyun geliştirilmesinde karakter tasarım sürecinde yapay zekâ kullanımına ilişkin bir öneri. ARTS, 15, 215-237. https://doi.org/10.46372/arts.1715063
  • Galloway, A. R. (2006). Gaming: Essays on algorithmic culture. University of Minnesota Press.
  • Ghani, D. B., Ishak, S. B. (2012). Relationship between the art of Wayang Kulit and Disney’s twelve principles of animation (English version). Revista de Cercetare si Interventie Sociala, 37, 162–179.
  • Işık, S. (2025). Sanat, Gelenek ve Geleneksel Sanat(lar)ın Metafiziği. Gaziantep University Journal of Social Sciences, 24(2), 493–507. doi:10.21547/jss.1626222
  • İzer, A., Ürkmez, B., Başer Nejat, S. ve İşçi, T. (2025). Tipo baskının Türkiye serüveni üzerine bir araştırma. PA Paradigma Akademi Yayınları.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Mengi, V. D. (2025). Reimagining game design through Maslow’s hierarchy of needs. Manas Sosyal Araştırmalar Dergisi, 14 (Educational sciences supplementary issue), 98-112. https://doi.org/10.33206/mjss.1669819
  • Peguet, J. (2022). Secrets of the animator (1st ed.). CRC Press. https://doi.org/10.1201/9780429330605
  • Peirce, C. S. (1931–1958). Collected papers of Charles Sanders Peirce. Harvard University Press.
  • Suyadi, N., Zaki, A., Sitepu, A., Andrea, K., Ikhwan, A. (2023). Penerapan 12 prinsip animasi dan motion graphics dalam multimedia. Jurnal Sains dan Teknologi (JSIT), 3(1), 1–13. https://doi.org/10.47233/jsit.v3i1.446
  • Swink, S. (2008). Game feel: A game designer's guide to virtual sensation (1st ed.). CRC Press. https://doi.org/10.1201/9781482267334
  • Thesen, T. (2020). Reviewing and Updating the 12 Principles of Animation, 15, 276-296. https://doi.org/10.1177/1746847720969919.
  • Thomas, F., & Johnston, O. (1981). The illusion of life: Disney animation. Disney Editions.
  • Torun, İ. (2025). The visual scent: Graphic and typographic representations in Turkish cologne packaging. Sanat ve Tasarım Dergisi, (15-Özel sayı), 74–98. https://doi.org/10.20488/sanattasarim.1803569
  • Widadijo, W. (2020). 12 prinsip animasi dalam serial “Adit & Sopo Jarwo”. Aksa: Jurnal Seni dan Desain, 1(1), 70–85. https://doi.org/10.37505/aksa.v1i1.7
  • Williams, R. (2009). The animator's survival kit. Expanded edition, First American expanded paperback edition. Faber and Faber.
  • Wolf, M. J. P. (2001). The medium of the video game. University of Texas Press.

The Animation Structure of Atari Games According to Animation's Twelve Principles

Year 2026, Volume: 25 Issue: 1, 156 - 170, 29.01.2026

Abstract

The use of the traditional Twelve Principles of Animation in Atari-era video games and their transformation under the influence of interactive digital environments have been thoroughly examined in this article. Using in-depth analyses of classic games like Pac-Man, Space Invaders, Asteroids, and Donkey Kong, the research finds that certain concepts, like Appeal and Staging, remained in altered versions, while others, like Anticipation, Follow-Through, and Squash and Stretch, were mostly dropped. The research examines the creation of new animation principles particularly designed for early video games, going beyond just evaluating the survival or loss of old concepts. As creative responses to extreme technological limitations, especially low resolution and low frame rates, concepts like Frame Economy and Looping, Immediate Action, Visual Flashing Feedback, Silhouette Clarity, Iconic Abstraction, and Algorithmic Movement are put forth. These guidelines demonstrate how early developers overcame technology constraints to produce engaging interactive experiences. The study concludes that rather than being permanent universals, animation principles should be viewed as dynamic frameworks that adjust to the structural and experiential circumstances of their mediums. Thus, video games from the Atari period are positioned as creative starting points for the creation of interactive visual narrative aesthetics rather than only as transitory technology artefacts. Consequently, this study contributes to the fields of game studies and animation history by establishing a specific theoretical framework to analyze how interactive constraints reshape visual aesthetics, bridging the gap between classical animation theory and digital game design.

References

  • Arnheim, R. (1954). Art and visual perception. University of California Press.
  • Bishko, L. (2014). Animation principles and Laban movement analysis: Movement frameworks for creating empathic character performances.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  • Bordwell, D. (1985). Narration in the fiction film. University of Wisconsin Press.
  • Dervişoğlu, B. (2025). Dijital oyun geliştirilmesinde karakter tasarım sürecinde yapay zekâ kullanımına ilişkin bir öneri. ARTS, 15, 215-237. https://doi.org/10.46372/arts.1715063
  • Galloway, A. R. (2006). Gaming: Essays on algorithmic culture. University of Minnesota Press.
  • Ghani, D. B., Ishak, S. B. (2012). Relationship between the art of Wayang Kulit and Disney’s twelve principles of animation (English version). Revista de Cercetare si Interventie Sociala, 37, 162–179.
  • Işık, S. (2025). Sanat, Gelenek ve Geleneksel Sanat(lar)ın Metafiziği. Gaziantep University Journal of Social Sciences, 24(2), 493–507. doi:10.21547/jss.1626222
  • İzer, A., Ürkmez, B., Başer Nejat, S. ve İşçi, T. (2025). Tipo baskının Türkiye serüveni üzerine bir araştırma. PA Paradigma Akademi Yayınları.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Mengi, V. D. (2025). Reimagining game design through Maslow’s hierarchy of needs. Manas Sosyal Araştırmalar Dergisi, 14 (Educational sciences supplementary issue), 98-112. https://doi.org/10.33206/mjss.1669819
  • Peguet, J. (2022). Secrets of the animator (1st ed.). CRC Press. https://doi.org/10.1201/9780429330605
  • Peirce, C. S. (1931–1958). Collected papers of Charles Sanders Peirce. Harvard University Press.
  • Suyadi, N., Zaki, A., Sitepu, A., Andrea, K., Ikhwan, A. (2023). Penerapan 12 prinsip animasi dan motion graphics dalam multimedia. Jurnal Sains dan Teknologi (JSIT), 3(1), 1–13. https://doi.org/10.47233/jsit.v3i1.446
  • Swink, S. (2008). Game feel: A game designer's guide to virtual sensation (1st ed.). CRC Press. https://doi.org/10.1201/9781482267334
  • Thesen, T. (2020). Reviewing and Updating the 12 Principles of Animation, 15, 276-296. https://doi.org/10.1177/1746847720969919.
  • Thomas, F., & Johnston, O. (1981). The illusion of life: Disney animation. Disney Editions.
  • Torun, İ. (2025). The visual scent: Graphic and typographic representations in Turkish cologne packaging. Sanat ve Tasarım Dergisi, (15-Özel sayı), 74–98. https://doi.org/10.20488/sanattasarim.1803569
  • Widadijo, W. (2020). 12 prinsip animasi dalam serial “Adit & Sopo Jarwo”. Aksa: Jurnal Seni dan Desain, 1(1), 70–85. https://doi.org/10.37505/aksa.v1i1.7
  • Williams, R. (2009). The animator's survival kit. Expanded edition, First American expanded paperback edition. Faber and Faber.
  • Wolf, M. J. P. (2001). The medium of the video game. University of Texas Press.

Animasyonun On İki Prensibine Göre Atari Oyunlarının Animasyon Yapısı

Year 2026, Volume: 25 Issue: 1, 156 - 170, 29.01.2026

Abstract

Geleneksel on iki animasyon ilkesinin Atari dönemi video oyunlarındaki kullanımı ve etkileşimli dijital ortamların etkisiyle geçirdiği dönüşüm bu makalede ayrıntılı şekilde incelenmiştir. Pac-Man, Space Invaders, Asteroids ve Donkey Kong gibi klasik oyunların derinlemesine analizleriyle yapılan araştırma, Appeal (Çekicilik) ve Staging (Sahneleme) gibi bazı kavramların değişmiş versiyonlarla varlığını sürdürdüğünü, buna karşılık Anticipation (Beklenti), Follow-Through (Devamlılık) ve Squash and Stretch (Sıkıştırma ve Germe) gibi kavramların büyük ölçüde terk edildiğini ortaya koyuyor. Araştırma, sadece eski kavramların korunup korunmadığını değerlendirmekle kalmıyor, aynı zamanda erken dönem video oyunları için özel olarak geliştirilen yeni animasyon ilkelerinin oluşturulmasını da inceliyor. Özellikle düşük çözünürlük ve düşük kare hızları gibi aşırı teknolojik kısıtlamalara yaratıcı tepkiler olarak, Frame Economy (Kare Ekonomisi), Looping (Döngüleme), Immediate Action (Anında Tepki), Visual Flashing Feedback (Görsel Yanıp Sönme Geri Bildirimi), Silhouette Clarity (Silüet Netliği), Iconic Abstraction (İkonik Soyutlama) ve Algorithmic Movement (Algoritmik Hareket) gibi kavramlar öneriliyor. Bu yönergeler erken dönem geliştiricilerin teknolojik sınırlamaları aşarak farklı etkileşimli deneyimler ürettiğini gösteriyor. Çalışma ek olarak animasyon ilkelerinin kalıcı evrenseller değil, bulundukları mecraların yapısal ve deneyimsel koşullarına uyum sağlayan dinamik çerçeveler olarak görülmesi gerektiği sonucuna varıyor. Böylece Atari dönemi bilgisayar oyunları, yalnızca geçici teknolojik ürünler olarak değil, etkileşimli görsel anlatım estetiğinin yaratıcı çıkış noktaları olarak konumlandırılıyor. Sonuçta çalışma etkileşimli kısıtlamaların görsel estetiği nasıl yeniden şekillendirdiğini analiz etmek için özel bir teorik çerçeve oluşturarak oyun çalışmaları ve animasyon tarihi alanlarına katkıda bulunmakta; klasik animasyon teorisi ile dijital oyun tasarımı arasındaki boşluğu doldurmaktadır.

References

  • Arnheim, R. (1954). Art and visual perception. University of California Press.
  • Bishko, L. (2014). Animation principles and Laban movement analysis: Movement frameworks for creating empathic character performances.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
  • Bordwell, D. (1985). Narration in the fiction film. University of Wisconsin Press.
  • Dervişoğlu, B. (2025). Dijital oyun geliştirilmesinde karakter tasarım sürecinde yapay zekâ kullanımına ilişkin bir öneri. ARTS, 15, 215-237. https://doi.org/10.46372/arts.1715063
  • Galloway, A. R. (2006). Gaming: Essays on algorithmic culture. University of Minnesota Press.
  • Ghani, D. B., Ishak, S. B. (2012). Relationship between the art of Wayang Kulit and Disney’s twelve principles of animation (English version). Revista de Cercetare si Interventie Sociala, 37, 162–179.
  • Işık, S. (2025). Sanat, Gelenek ve Geleneksel Sanat(lar)ın Metafiziği. Gaziantep University Journal of Social Sciences, 24(2), 493–507. doi:10.21547/jss.1626222
  • İzer, A., Ürkmez, B., Başer Nejat, S. ve İşçi, T. (2025). Tipo baskının Türkiye serüveni üzerine bir araştırma. PA Paradigma Akademi Yayınları.
  • Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Manovich, L. (2001). The language of new media. MIT Press.
  • Mengi, V. D. (2025). Reimagining game design through Maslow’s hierarchy of needs. Manas Sosyal Araştırmalar Dergisi, 14 (Educational sciences supplementary issue), 98-112. https://doi.org/10.33206/mjss.1669819
  • Peguet, J. (2022). Secrets of the animator (1st ed.). CRC Press. https://doi.org/10.1201/9780429330605
  • Peirce, C. S. (1931–1958). Collected papers of Charles Sanders Peirce. Harvard University Press.
  • Suyadi, N., Zaki, A., Sitepu, A., Andrea, K., Ikhwan, A. (2023). Penerapan 12 prinsip animasi dan motion graphics dalam multimedia. Jurnal Sains dan Teknologi (JSIT), 3(1), 1–13. https://doi.org/10.47233/jsit.v3i1.446
  • Swink, S. (2008). Game feel: A game designer's guide to virtual sensation (1st ed.). CRC Press. https://doi.org/10.1201/9781482267334
  • Thesen, T. (2020). Reviewing and Updating the 12 Principles of Animation, 15, 276-296. https://doi.org/10.1177/1746847720969919.
  • Thomas, F., & Johnston, O. (1981). The illusion of life: Disney animation. Disney Editions.
  • Torun, İ. (2025). The visual scent: Graphic and typographic representations in Turkish cologne packaging. Sanat ve Tasarım Dergisi, (15-Özel sayı), 74–98. https://doi.org/10.20488/sanattasarim.1803569
  • Widadijo, W. (2020). 12 prinsip animasi dalam serial “Adit & Sopo Jarwo”. Aksa: Jurnal Seni dan Desain, 1(1), 70–85. https://doi.org/10.37505/aksa.v1i1.7
  • Williams, R. (2009). The animator's survival kit. Expanded edition, First American expanded paperback edition. Faber and Faber.
  • Wolf, M. J. P. (2001). The medium of the video game. University of Texas Press.
There are 22 citations in total.

Details

Primary Language English
Subjects Computer Gaming and Animation, Screen and Digital Media (Other)
Journal Section Research Article
Authors

Volkan Davut Mengi 0000-0003-4803-7999

Submission Date April 28, 2025
Acceptance Date January 11, 2026
Publication Date January 29, 2026
Published in Issue Year 2026 Volume: 25 Issue: 1

Cite

APA Mengi, V. D. (2026). The Animation Structure of Atari Games According to Animation’s Twelve Principles. Gaziantep Üniversitesi Sosyal Bilimler Dergisi, 25(1), 156-170. https://doi.org/10.21547/jss.1686129